Alternative A:
You dont improve you city-areas with irrigations and mines at all (or max 2-4 tiles, tops). You try to road-connect your cities and recources, yes - but since you only allow 1 worker per 5-10+ cities, all terrain-improvements are limited to only the most essential tiles. Lots of uncultivated city-area tiles even near the end-game, in other words.
Alternative B:
You always strive to improve most, if not all city-area tiles with irrigations, mines, terrain-type transformations, roads and whatnot. You typically assign 1 worker to each 1-2 cities. Near the end-game, more or less each and every city-area tile within your empire is cultivated, on way or the other.
And now my question:
Should alternative A cities be allowed to grow to big 15-20+ sized end-game cities, as well as Alternative B cities?
Or to put it in other words: Is it realistic (and gameplay-improving) to imagine 5-10+ million mega-cities with almost non-cultivated city-area pop-sustain support? The only explanation being; well, that terrain-undeveloped city have accumulated its population undisturbed by pop-subtracting settlers/workers for a very long time. That is: the time-factor alone garantees really big cities?
As I look at it: Firaxis should (if they havent done so already) add a realtime max city-pop sustain-factor, dependable on how big your realtime food/shield-output is. In practice:
A city without any manmade food/shield-related city-area terrain-improvements cannot be expected grow above, lets say 6-8 pops (or if its surrounded with mostly fertile grassland, then 10 pops, perhaps, but thats about it).
I see above as yet another ICS-loophole prevention. And this "realtime max city-pop sustain-factor" adds realism to the game as well. Agree?
You dont improve you city-areas with irrigations and mines at all (or max 2-4 tiles, tops). You try to road-connect your cities and recources, yes - but since you only allow 1 worker per 5-10+ cities, all terrain-improvements are limited to only the most essential tiles. Lots of uncultivated city-area tiles even near the end-game, in other words.
Alternative B:
You always strive to improve most, if not all city-area tiles with irrigations, mines, terrain-type transformations, roads and whatnot. You typically assign 1 worker to each 1-2 cities. Near the end-game, more or less each and every city-area tile within your empire is cultivated, on way or the other.
And now my question:
Should alternative A cities be allowed to grow to big 15-20+ sized end-game cities, as well as Alternative B cities?
Or to put it in other words: Is it realistic (and gameplay-improving) to imagine 5-10+ million mega-cities with almost non-cultivated city-area pop-sustain support? The only explanation being; well, that terrain-undeveloped city have accumulated its population undisturbed by pop-subtracting settlers/workers for a very long time. That is: the time-factor alone garantees really big cities?
As I look at it: Firaxis should (if they havent done so already) add a realtime max city-pop sustain-factor, dependable on how big your realtime food/shield-output is. In practice:
A city without any manmade food/shield-related city-area terrain-improvements cannot be expected grow above, lets say 6-8 pops (or if its surrounded with mostly fertile grassland, then 10 pops, perhaps, but thats about it).
I see above as yet another ICS-loophole prevention. And this "realtime max city-pop sustain-factor" adds realism to the game as well. Agree?
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